Preliminaries

Total Page:16

File Type:pdf, Size:1020Kb

Preliminaries Version 07/2020 v2 The ROVR SteamVR Driver & Dashboard works with Steam VR games by enabling “binding” of hand- controller “First Person movement” native to the game to movement on a ROVR. So, for instance in The Talos Principle VR by Croteam, free walking is available by touching the left hand trackpad on a Vive hand controller – If you are in The Talos Principle VR and you stroke your finger forwards on the left hand controller trackpad then you would move forward in game. Similarly for Oculus Rift Touch – it’s usually Lefthand Thumbstick forward for forward motion in game and for the Oculus remote it will be D-Pad up. There are exceptions of which Nature Treks VR and Google Earth VR are examples. These both use trigger press for movement. Using Steam VR controller bindings allows hand controller native bindings i.e. those designed by the game developer for movement or actions in game to be “bound” to an alternative input device e.g. Native game movement is lefthand trackpad touch and this can be “bound” to movement on a ROVR VR treadmill. Fallout4 uses Left Trackpad/Thumbstick actions to move forward and so we’ll show how this is done, but the same approach can be used for all other VR games on Steam and many that are not. Because we are keen on making VR feel real and intuitive, we’ve included a really useful link which changes direction of movement for Fallout4 VR and Skyrim VR to be more intuitive for most people. So first up you need to know the native movement mechanics in the game you want to play. Fallout4 has been set up for HTC Vive and its hand controllers, but Fallout4 can be configured to work with Oculus and several other headsets. IMPORTANT: Though we will focus on Steam VR games, Valve (Steam) has also enabled non-Steam VR content to be added to off-line Steam libraries and these non-Steam VR games can also be bound to ROVRs so long as they are played on a PC e.g. Minecraft VR and Vivecraft VR there will be many others and if you are a business and you’ve developed your own VR content that runs on a PC this content can also be imported into Steam’s off-line Library and used with a ROVR using these same techniques. Preliminaries This assumes you have a ROVR platform set up and plugged in the 3.5mm jack lead into the ROVR and into your PC soundcard microphone input socket (often pink). If this is already in use then you can also use a USB soundcard. It’s assumed you have a recent version of Steam V020.0 or higher and SteamVR beta 1.14.1 or higher on your PC and some VR games available and Steam is running. Version 07/2020 v2 Copyright Wizdish Ltd. All rights reserved Version 07/2020 v2 Eventually the SteamVR release will catch up with the beta version, but for now accept SteamVR beta by opening properties (SteamVR in left hand Library list) and ticking the beta box. Installation and setup of the ROVR Steam VR Driver / Dashboard Download the Wizdish ROVR_setup.exe file and start the installation by double clicking the file name or accept “run” as a download option. During the installation you will be asked if you want to create a desk-top short-cut. Do so, because you will need this quick and easy access. • Just in case you don’t, the ROVR Dashboard application is typically held in: C:\Program Files\Wizdish Rovr\RovrUI Double click the Wizdish ROVR dashboard icon on your desktop A dashboard will appear like below. The top two boxes ROVR Audio Input and Steam VR Axis Output with red lines along their base show a) left box – audio input from your ROVR and b) right box – SteamVR output signal. The two buttons on the right of the dashboard Touch / Press correspond to actions on Vive, Rift, WMR, etc hand controllers. The dashboard buttons will light up as an audio signal reaches a user settable level. The Touch / Press icons are not click actionable, but they do light up when they are active. Left of dashboard are three boxes SETUP, INPUT MAPPING and AUDIO SETTINGS. Clicking on these left- hand boxes will open up the corresponding settings box on the right. SETUP will tell you what microphones are connected and if Steam VR has been found. Click on the gray with white text box Choose the microphone connected to the ROVR. You may be offered headset mic, and perhaps others, choose the microphone that causes a graph line to appear in the left-hand graph box when you slide a ROVR overshoe on the platform. Version 07/2020 v2 Copyright Wizdish Ltd. All rights reserved Version 07/2020 v2 INPUT MAPPING and AUDIO SETTINGS affect each other and the easiest way to set these values is to set the AUDIO SETTINGS first. Think of Audio Setting as “master volume” and Input Mapping as fine definition. AUDIO SETTINGS are Windows microphone input amplification levels with microphone boost. Using the supplied mono 3.5mm jack lead means you can set left or right (or both) microphone sliders to approx. 80% as shown above and the microphone boost to 100% at least to start with. If using a USB sound card then you may only see a single slider. Set this similarly to approx 80% position. You can always come back and change all setting even whilst in game to tweak them to your preference. INPUT MAPPING – controls the way a ROVR interacts with games and can be set to your preferences and saved so you don’t have to do this each time. Audio Input levels are also saved. Hovering the mouse cursor over the headings in the INPUT MAPPING settings box e.g. hover mouse cursor over Momentum and you will see a dialogue saying what the slider does. Because each person moves differently in real life, settings are best tweaked for personal preference, but to help start the process you might want to start with settings as shown here. As you move a ROVR overshoe on the platform you should see graphs similar to those shown above. In some instances it may be necessary to connect to SteamVR to see the righthand graph, but not always – an idiosyncrasy of SteamVR and Windows. To see the effect of these Dashboard settings “in game” it is necessary to “bind” ROVR movement to Active hand controller action used for forward movement in a VR game. The next section shows how this is done. Steam VR bindings You will need Steam and the ROVR dashboard running on your PC, a VR headset, hand controllers and ROVR all connected. Running programs may appear as tabs at the bottom of your monitor, if not then you can Alt Tab to cycle through to make the screen you want active. Use the mouse cursor/click to focus / activate the window you want. Starting a VR game will automatically start SteamVR, but if a game is not started then Version 07/2020 v2 Copyright Wizdish Ltd. All rights reserved Version 07/2020 v2 SteamVR may be started by clicking on the VR icon in the top right-hand corner of the Steam screen. Up will come a small SteamVR box and if headset, hand controllers, external sensors and ROVR are connected the SteamVR window will look something like the images above: Click on the top left 3-bars in the Steam VR box and up will come the window to the left below. Click on Devices and then Controller Settings (was called ‘configure controller’) and you will see the window to the right below: Click on ‘Manage Controller Bindings’ window below and window to the left below appears. The drop down enables you to choose the game to modify bindings. Active controller will likely initially show which headset controllers are Active unless you have already modified bindings. Click on greyed “Custom” and the slider will move across. Version 07/2020 v2 Copyright Wizdish Ltd. All rights reserved Version 07/2020 v2 Choose your VR game in this case its Fallout4. Click on Fallout 4 Short breakout: You don’t have to do this now but you might like to implement this change of head- look as movement direction versus wand pointing as movement direction, because looking where you walk is the naturally intuitive way people walk in real life. Here’s a great link to enable walk-where-you-look in Fallout4 or Skyrim which otherwise use wand directional movement. Step 1) Download the fallout 4 VR config tool by Bilago (I did the download manually) Available here Step 2) Open the program and search for "UseWandDirectionalMovement" Step 3) Change the value from 1 to 0. Congratulations, you now have a movement style that doesn't put miniaturized feet on your wrist. Ok back to controller configuration: The screen below will appear showing the default binding for Fallout4 which is the Vive Controller The Steam VR window showing “Standing by” in the above screen shot may not be visible – it just depends where that box is cited on your monitor. You might even minimise it if you want. Click on Vive Controller and the screen below will appear. Version 07/2020 v2 Copyright Wizdish Ltd. All rights reserved Version 07/2020 v2 Click on the ROVR controller and the following screen or similar will appear. The one shown shows binding already exist. Click on Create New Binding and a screen like the one below will appear: Version 07/2020 v2 Copyright Wizdish Ltd.
Recommended publications
  • NG16 Program
    C M Y CM MY CY CMY K PROGRAM 2016 #nordicgame Award-winning projects from Swiss indie studios Surprising Gamedesigns / Innovative Gameplay Late Shift Niche Booth Booth CtrlMovie AG Niche Game C2 lateshift-movie.com niche-game.com C4 Welcome to Nordic Game 2016: Knowledge, Emotion, Business. We are very proud to welcome you to three days of Knowledge, Emotion and Business. It’s the thirteenth edition of the conference, and it’s been Personal hectic, fun, challenging and inspiring to prepare it for you. Booth Photorealistic C5 Avatar SDK We look at this year’s show as sort of a reboot. We have focused heavily Dacuda AG dacuda.com on tweaking some essential parts, while maintaining the elements that we know you love and define as the special Nordic Game experience. As always, we’re more than happy to get feedback and input from you, because this show is as much yours as it is ours, and we want to keep on learning and improving. So, we hope you are ready to listen, talk, learn, share, build, connect, evolve, inspire, laugh, drink, eat, joke, be serious, have fun, be tired but also happy, and that you will enjoy NG16 as much as we enjoyed creating it. Thank you for joining us, and may you and your business prosper! The Nordic Game 2016 Team Booth World Never End Schlicht Booth C7 HeartQuake Studios Mr. Whale’s Game Service C8 heartquakestudios.com schlichtgame.ch NG16 TIME SCHEDULE We are 17 May PRE-CONFERENCE DAY 13:00 – 17:00 Badge pick-up 14:00 Game City Studio Tour pick-up 18 May CONFERENCE DAY 1 Join us to democratize 9:00 Badge pick-up
    [Show full text]
  • 056 – New Puzzle Videogames — 3/4
    056 – New Puzzle videogames — 3/4 Here, a succinct review of different types of puzzle videogames published between 2001 and 2020. Not in chronological order. Single character control ● Antichamber – 2013 A first-person puzzle-platform game released for Microsoft Windows, Linux and OS X. Many of the puzzles are based on phenomena that occur within impossible objects created by the game engine, such as passages that lead the player to different locations depending on which way they face, and structures that seem otherwise impossible within normal three- dimensional space. The game includes elements of psychological exploration through brief messages of advice to help the player figure out solutions to the puzzles as well as adages for real life. The player controls the unnamed protagonist from a first- person perspective, in an environment full of obstacles. Upon completing a core set of puzzles, the player can access the exit door, upon which he starts to chase down a black cloudlike shape, using all the solving techniques learned before. Eventually he is able to capture the cloud as a black cube and enter a final, more expansive area, where the shape becomes a waiting shell. The shell creates a structure around it (similar to the game's logo) and sucks everything around it into its center, sending the screen to black and ending the game. ● Bobby Carrot – 2004 A video game series developed for iOS and as a WiiWare. The object of the game is to collect all of the carrots in an area and reach a point on the map that progresses the player to the next level.
    [Show full text]
  • Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
    University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes.
    [Show full text]
  • Cloud Gaming
    Cloud Gaming Cristobal Barreto[0000-0002-0005-4880] [email protected] Universidad Cat´olicaNuestra Se~norade la Asunci´on Facultad de Ciencias y Tecnolog´ıa Asunci´on,Paraguay Resumen La nube es un fen´omeno que permite cambiar el modelo de negocios para ofrecer software a los clientes, permitiendo pasar de un modelo en el que se utiliza una licencia para instalar una versi´on"standalone"de alg´un programa o sistema a un modelo que permite ofrecer los mismos como un servicio basado en suscripci´on,a trav´esde alg´uncliente o simplemente el navegador web. A este modelo se le conoce como SaaS (siglas en ingles de Sofware as a Service que significa Software como un Servicio), muchas empresas optan por esta forma de ofrecer software y el mundo del gaming no se queda atr´as.De esta manera surge el GaaS (Gaming as a Servi- ce o Games as a Service que significa Juegos como Servicio), t´erminoque engloba tanto suscripciones o pases para adquirir acceso a librer´ıasde jue- gos, micro-transacciones, juegos en la nube (Cloud Gaming). Este trabajo de investigaci´onse trata de un estado del arte de los juegos en la nube, pasando por los principales modelos que se utilizan para su implementa- ci´ona los problemas que normalmente se presentan al implementarlos y soluciones que se utilizan para estos problemas. Palabras Clave: Cloud Gaming. GaaS. SaaS. Juegos en la nube 1 ´Indice 1. Introducci´on 4 2. Arquitectura 4 2.1. Juegos online . 5 2.2. RR-GaaS . 6 2.2.1.
    [Show full text]
  • Immersive Virtual Reality Game with Bimanual Interaction Techniques
    NATIONAL AND KAPODISTRIAN UNIVERSITY OF ATHENS SCHOOL OF SCIENCE DEPARTMENT OF INFORMATICS AND TELECOMMUNICATION BSc THESIS Break free (DI edition): Immersive Virtual Reality Game with Bimanual Interaction Techniques Theodoros N. Ratzos Supervisor: Maria Roussou, Assistant Professor ATHENS OCTOBER 2018 ΕΘΝΙΚΟ ΚΑΙ ΚΑΠΟΔΙΣΤΡΙΑΚΟ ΠΑΝΕΠΙΣΤΗΜΙΟ ΑΘΗΝΩΝ ΣΧΟΛΗ ΘΕΤΙΚΩΝ ΕΠΙΣΤΗΜΩΝ ΤΜΗΜΑ ΠΛΗΡΟΦΟΡΙΚΗΣ ΚΑΙ ΤΗΛΕΠΙΚΟΙΝΩΝΙΩΝ ΠΤΥΧΙΑΚΗ ΕΡΓΑΣΙΑ Break free (DI edition): Παιχνίδι Εικονικής Πραγματικότητας Εμβύθισης με Αμφίχειρες Τεχνικές Αλληλεπίδρασης Θεόδωρος Ν. Ράτζος Επιβλέπουσα: Μαρία Ρούσσου, Επίκουρη Καθηγήτρια ΑΘΗΝΑ ΟΚΤΩΒΡΙΟΣ 2018 BSc THESIS Break free (DI edition): Immersive Virtual Reality Game with Bimanual Interaction Techniques Theodoros N. Ratzos S.N.: 1115201300148 SUPERVISOR: Maria Roussou, Assistant Professor ΠΤΥΧΙΑΚΗ ΕΡΓΑΣΙΑ Break free (DI edition): Παιχνίδι Εικονικής Πραγματικότητας Εμβύθισης με Αμφίχειρες Τεχνικές Αλληλεπίδρασης Θεόδωρος Ν. Ράτζος Α.Μ.: 1115201300148 ΕΠΙΒΛΕΠΟΥΣΑ: Μαρία Ρούσσου, Επίκουρη Καθηγήτρια ABSTRACT Virtual Reality games are becoming more and more common, as the technological advancements enable increasingly faster and sophisticated hardware to become affordable to a greater number of people. Our home computers, whether they are desktops or laptops, are gradually getting more powerful and affordable, as time goes on. At the same time, head mounted display (HMD) manufacturers are developing better and cheaper gear for virtual reality gameplay. This has led to a boom of virtual reality games in the video game scene, as more and more game developers choose this new and exciting technology, to serve a unique experience to their customers. This thesis attempts to underline the core concepts around what really makes virtual reality games special by focusing on bimanual interaction techniques used in VR games. A virtual reality experience was developed to explore the effect of bimanual interactions on immersion and engagement.
    [Show full text]
  • The Talos Principle the Player Character, an Unnamed Android, Is Awoken in a Serene Environment
    An Imitation Game By Kyle Jacobs Summary ● Can machines think? ● Changing the question ● Testing the game ● Intelligence and Bias ● What makes a person? Can machines think? ~51% of all activity online is Machine-to-Machine Cisco Systems estimated 507 petabytes a month by 2016 The Imitation Game A B C What will happen when a machine The Interrogator takes the part of A must determine the sex of each in this game? individual. A will try and confuse C B will try and help C Digital Computers As universal machines ● Mimic any discrete-state machine ● Storage capacity ● Processing Speed ● All-in-one machine Testing the Game 1966 ELIZA 1980 “Chinese 2016 Tay Room” Mimicked human Tay was chatterbot The program enables that was originally conversation by a person in the room released via Twitter. It matching user to past the Turing Test was shut down only prompts to scripted without understanding 16 hours after its responses. chinese. launch. The Talos Principle The player character, an unnamed android, is awoken in a serene environment. A disembodied entity named Elohim instructs the android to explore the worlds he has created for it, and to solve the various puzzles to collect sigils, but warns it not to climb a tower at the centre of these worlds. As the android progresses, it becomes evident that these worlds exist only in virtual reality, and that it, like other androids it encounters, are separate artificial intelligence (AI) entities within a computer program. Some AIs it encounters act as Messengers, unquestioningly serving Elohim and guiding the android through the puzzles.
    [Show full text]
  • Death Narratives: a Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G
    Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games Frank G. Bosman Abstract Ludologically, the death of the game’s protagonist (also known as player’s death of avatar death) is one of the most prominent feedback systems of almost all digital games.
    [Show full text]
  • Na Ramenou Obrů Role Vědy, Náboženství a Filosofie V Narativu Videohry the Talos Principle
    Filozofická fakulta Univerzity Palackého v Olomouci Katedra mediálních a kulturálních studií a žurnalistiky Na ramenou obrů Role vědy, náboženství a filosofie v narativu videohry The Talos Principle Bakalářská diplomová práce Dominik Lipovský On the Shoulders of Giants Role of Science, Religion and Philosophy in the Narrative of the Videogame The Talos Principle Vedoucí práce: Doc. PhDr. Daniel Bína, Ph.D. Olomouc 2020 Studijní obor: Žurnalistika 1 Čestně tímto prohlašuji, že jsem zadanou bakalářskou práci vypracoval samostatně a že jsem v seznamu literatury uvedl veškerou použitou literaturu i další zdroje. V Olomouci dne: _____________________ 2 Poděkování: Děkuji panu docentu Danielu Bínovi, jenž mě dokázal ujistit o tom, že je dané téma uchopitelné a jsem s to ho zvládnout, a který, kdykoliv jsem nabyl pocitu opačného, mne vrátil na správnou cestu. Děkuji všem, kteří si trpělivě nechali vysvětlit, o čem že to vlastně píšu. A závěrem, děkuji všem, kteří věří, že můžou být videohry více než bohapustá (jak trefné v kontextu díla) zábava. 3 Anotace: Práce Na ramenou obrů: Role vědy, náboženství a filosofie v narativu videohry The Talos Principle si klade za cíl popsat odkazy na oblast vědy, filosofie či náboženství přítomné v herním narativu videohry The Talos Principle, podrobit je analýze a interpretovat, jaká témata a závěry v narativu hry konstruují. K tomuto účelu využívá sémiotickou metodologii Gabriele Ferriho a Franka G. Bosmana, který se jevem náboženství ve videohrách přímo zabývá. Prací bychom rádi přispěli ke skrovné reflexi, které se tomuto médiu v českém akademickém prostoru zatím dostává. Klíčová slova: game studies, kulturální studia, náboženství, filozofie, narativ Annotation: The paper On the Shoulders of Giants: Role of science, religion and philosophy in the narrative of the videogame The Talos Principle aims to describe references to science, philosophy or religion present in the videogame’s narrative, analyse them and answer which thematic structures and conclusions it draws in its storyline.
    [Show full text]
  • Game Review the Turing Test (Bulkhead Interactive) Action-Adventure, UK 2016
    Frank G. Bosman Game review The Turing Test (Bulkhead Interactive) Action-Adventure, UK 2016 The Turing Test is a first-person puzzle game developed by Bulkhead Interactive and published by Square Enix in 2016. The developers of The Turing Test previ- ously also made the game Pneuma. Breath of Life (2015), which uses the same game mechanics. From a ludological perspective, The Turing Test closely resem- bles other games in its genre, such as The Talos Principle (2014) and the Portal series (2007, 2011). The player has to navigate through different levels that have been divided into sections. A save point is created between sections. In each section, the player has to navigate through a maze-like room in a moon base, and does so by manipulating energy balls, levers, and gravitation machines and by clever logical thinking. As in the case of Portal and Talos, some of the more difficult challenges can only be overcome by out-of-the-box thinking, using the game mechanics in new ways. The suggestion is that using these tricks amounts to ‘cheating’, but in fact the creators specifically designed them to be used. The learning slope accommodates an easy pace, with new game mechan- ics introduced in an easy-to-learn manner. Player death does not occur in the game (with one possible exception). And while it is possible to restart a level at any time, to do so will only reset the puzzle; players do not do restart a level because they have died or become stuck in an insoluble situation. Ludologically, the game becomes quite repetitive, especially in its second part, but the deep narrative prevents the player from quitting before the very end.
    [Show full text]
  • Automated Playtesting in Videogames
    Patrícia Monteiro Negrão Bachelor in Computer Science Engineering Automated Playtesting In Videogames Dissertation submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Science and Engineering Adviser: Fernando Birra, Professor, FCT NOVA University of Lisbon Co-adviser: Guilherme Santos, CEO, ZPX - Interactive Software July, 2020 Automated Playtesting In Videogames Copyright © Patrícia Monteiro Negrão, Faculty of Sciences and Technology, NOVA Uni- versity Lisbon. The Faculty of Sciences and Technology and the NOVA University Lisbon have the right, perpetual and without geographical boundaries, to file and publish this dissertation through printed copies reproduced on paper or on digital form, or by any other means known or that may be invented, and to disseminate through scientific repositories and admit its copying and distribution for non-commercial, educational or research purposes, as long as credit is given to the author and editor. This document was created using the (pdf)LATEX processor, based on the “novathesis” template[1], developed at the Dep. Informática of FCT-NOVA [2]. [1] https://github.com/joaomlourenco/novathesis [2] http://www.di.fct.unl.pt Acknowledgements This dissertation would not have been possible without the help and support of the ZPX company. I want to thank specially to Guilherme Santos, Tiago Fernandes and Francisco Raposo who taught me a lot about a completely new area that I had no prior knowledge and had a lot of patience with my doubts and curiosities. I want to professor my teacher Fernando Birra who made this dissertation possible and guided me. I want to thank João Pires for the love and support across this year of making this dissertation and in the years of me going through university and motivating me.
    [Show full text]
  • Robots, Androids, and Deities: Simulating Artificial Intelligence in Digital Games
    Robots, Androids, and Deities: Simulating Artificial Intelligence in Digital Games NICOLLE LAMERICHS The role of labor in our post-industrial society is changing due to automation. This cultural turn is perhaps best compared to a second industrial revolution, as Erik Brynjolfsson and Andrew McAfee state in The Second Machine Age: “Computers and other digital advances are doing for mental power — the ability to use our brains to understand and shape our environments — what the steam engine and its descendants did for muscle power” (7-8). Data, in other words, is the new steam that will radically reinvent the way we live and work. Speculative fiction has depicted this paradigm shift critically and reflected on the new role divisions between man and machine. Machine learning adds a new component to the automation of contemporary societies, by optimizing not only manual labor, but creative processes and critical decision-making as well (Broussard; Tegmark). Thus, the idea that artificial intelligence can assist humans in their jobs is not just a trend depicted in popular culture. The Associated Press, for instance, is currently using robot reporters (Peiser), which is characteristic of a wider trend of machine-generated and machine-assisted reporting and communication (Diakopoulos; Guzman). Labor is fundamentally changing due to the rise of artificial intelligence (A.I.). Popular culture offers us a lens through which we can view the present and critically reflect on innovation and machine learning. For decades, science fiction has represented A.I. in novels, film, and television. By now, robots, cyborgs, and androids have also been included in video games as playable characters (“avatars”), companions, and even as narrators.
    [Show full text]
  • Unifying Game Ontology: a Faceted Classification of Game Elements
    Unifying Game Ontology: A Faceted Classification of Game Elements Michael S. Debus This dissertation is submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Ph.D.) at the IT University of Copenhagen. Title: Unifying Game Ontology: A Faceted Classification of Game Elements Candidate: Michael S. Debus [email protected] Supervisor: Espen Aarseth Examination Committee: Dr. Hanna Wirman Dr. Aki Järvinen Prof. Frans Mäyrä This research has received funding from the European ResearchCouncil (ERC) under the European Union’s Horizon 2020 research and innovation programme (Grant Agreement No [695528] – MSG: Making Sense of Games). Resumé I mindst hundrede år er spil blevet defineret og klassificeret. I de sidste to årtier er der dog opstået en forøget forskningsmæssig interesse for hvad spil er og består af. For at at udvikle en mere entydig terminologi for spil og deres bestanddele, undersøger denne afhandling spillets ontologi i to henseende. Med en tilgang inspireret af Wittgenstein, belyser jeg de forskellige betydninger der knytter sig til udtrykket ’spil’. Jeg fremlægger en ikke-udtømmende oversigt over fem underliggende ideer, der tjener som områder hvor man kan finde spils såkaldte familie-ligheder: spil som genstande, forløb, systemer, holdninger og ud fra deres udvikling og distribution. Jeg introducerer dernæst en række ontologiske begreber, for at kunne eksplicitere den forståelse af spil, som tages i anvendelse i denne afhandling. Spil er ’specifikker’ – samlinger af anonyme ’partikulærer’ – som enten kan være materialiseret (som genstande) eller instantieret (som forløb). Jeg vil dernæst, ud fra en ludologisk tilgang, undersøge spils underliggende formelle system. En række begreber fra biblioteksvidenskaben danner rammen for en analyse af de distinktioner der bliver anvendt i seksten forskellige spil-klassificeringer.
    [Show full text]